This guide shall cover my analysis of every individual Morphtronic card and the theme in general.
V. Useful Tech Cards
VI. Why use Morphtronics?
VII. Example Deck Showcase
The Morphtronic (originally Deformers) archetype was used in the anime Yu-gi-oh! 5D's by Leo (named Ruka in the original). These monsters are based on household electronic devices that can "Morph" into robots depending on their mode. And with their form, Morphtronic's effects also changes, making them a group of unique monsters. In the TCG/OCG, we first got Morphtronics in Crossroads of Chaos. At the time they were deemed as a weak, casual deck. However, many new Morphtronics and their boss monster, Power Tool Dragon, in Raging Battle. That was when Morphtronics started to become a viable deck type, although few took notice of it with powerhouses like the Blackwings, Zombies, and Lightsworn overshadowing it. As it stands, Morphtronics are THE most supported 5D's archetype (not that that's saying much), with over 30 themed cards altogether!
EARTH/Machine/Effect/Level 3/500 Attack/1800 Defense
● While in Attack Position: "Morphtronic" monsters you control can attack your opponent directly.
● While in Defense Position: Other "Morphtronic" monsters you control cannot be destroyed by battle.
Time to get to our first Morphtronic monster, Boarden. She's like the overprotective mom of the Morphtronics. She makes sure that her family is well-protected when forced to go on the defensive, and on the offensive, she isn't afraid to go for a low blow and end the fight quickly. In game terms, Boarden prevents other Morphtronics from being destroyed while in Defense and can make direct attacks while in an offensive position. Boarden has also mastered the art of jujitsu, and she applies her skills by having the highest Defense score of all Morphtronic monsters. She makes a great opening monster because of it. She can protect your weaker Morphtronics and, when the time calls for it, make that final push for victory. If you have a good setup, Boarden is also an integral part of Morphtronic OTK combos. Definitely one of the better Morphtronics, you should be maining 1-3.
EARTH/Machine/Effect/Level 4/1200 Attack/400 Defense
● While in Attack Position: This card can attack twice during each Battle Phase.
● While in Defense Position: Once per turn, when a face-up "Morphtronic" monster you control is selected as an attack target, you can negate that attack.
Boomboxen is a big, buff guy. He looks scary, but he's actually really nice, unless you're his enemy. He is an impenetrable iron wall while defending against a single threat, and on the offensive his big metal fists and sound waves make for double trouble! In game terms, while in Attack Mode, Boomboxen can attack twice during the Battle Phase. In Defense Mode, he can negate an effect on a Morphtronic monster once per turn. What's that? Yes, you heard me right. Boomboxen can act as either a Mataza/Hayabusa or a Scrap-Iron Scarecrow-like monster while enjoying the benefits of the Morphtronic name. With some attack boosts, Boomboxen can very likely clear out an opponent's field with ease, and Boomboxen will likely be your most common win condition as well. Boomboxen is also a part of the infamous OTK combo of the Morphtronics. Main 2-3. ALWAYS!
LIGHT/Machine/Effect/Level 2/800 Attack/600 Defense
● While in Attack Position: When this card is destroyed by battle, you can Special Summon 1 Level 4 or lower "Morphtronic" monster from your hand or Graveyard, except "Morphtronic Cameran".
● While in Defense Position: "Morphtronic" monsters on the field cannot be targeted by effects.
Cameran here is the kind of guy who watches from afar and protects his kinsmen from harm. A secret agent, if you will. Cameran is quiet and introverted, but deep down he cares. And should Cameran fall in combat, help is never far behind. Morphtronic Cameran here is also kind of the Aurkus of the Morphtronic archetype. He does have a lot weaker stats, but that's okay, because a Morphtronic deck keeps its weaker, valuable members well-protected However, should you get him in Attack Mode, he also doubles as a pseudo-searcher for Morphtronics. Even though Cameran isn't bad by any means, some people don't like to use him, just as they don't Aurkus. Why, you ask? It's probably the fact that some of the most devestating Spells, Traps, and Effects in the game do not target. I mean, just look at Bottomless Trap Hole, Torrential Tribute, Mirror Force, Lightning Vortex, Judgment Dragon...oh well, at least it can stop DAD, Gyzarus, Gale, and Mobius from using their effects. And then there's also the fact that it's not very easy to get him in Defense Position, or keep him that way. As far as Attack Position effects go, it's not nearly as good as a Deck searcher, and there are just generally better Morphtronics around than poor Cameran. But don't be afraid to try him out, because he can save you a duel, and then you shall love him. I recommend using 1-2, at least Sided.
EARTH/Machine/Effect/Level 1/100 Attack/100 Defense
● While in Attack Position: Once per turn, you can roll a six-sided die. Reveal cards from the top of your Deck equal to the roll and Special Summon 1 Level 4 or lower "Morphtronic" monster from among them, ignoring the Summoning conditions. Shuffle the rest into the Deck.
● While in Defense Position: Once per turn, you can roll a six-sided die. Look at cards from the top of your Deck equal to the roll, then return them in the same order.
Celfon is a little girl Morphtronic. And she screams loud. Scare Celfon, and you'll find yourself facing a swarm of angry robot people. Morphtronic Celfon here is the cornerstone of the Morphtronic archetype, and it shows, because Celfon has great Special Summoning powers that can be used EVERY TURN! Sure it's not guaranteed, but you SHOULD have a lot of Morphtronics and you SHOULD succeed with Celfon's effect a majority of the time. If you keep her alive for more than one turn, she can use both her Attack AND Defense Position effects, since they are trigger effects. You can Special Summon a Morphtronic, then switch her to Defense to protect your Life Points and look at cards on top of your deck. Celfon helps you plan out your moves. And being able to plan ahead is good. No matter what kind of Morphtronic deck you have, main 3 Celfon. And Celfon is also quite irksome to me, since it seems to be the only Morphtronic I do not have in real life despite being common. But this guide is not about me.
EARTH/Machine/Effect/Level 2/600 Attack/1100 Defense
● While in Attack Position: This card gains 500 ATK for each Morph Counter on it. ● While in Defense Position: Once per turn, you can place 1 Morph Counter on this card. You can Tribute this card to inflict 1000 damage to your opponent for each Morph Counter on it.
Clocken is that scrawny nerdy guy that you don't expect to pose a threat. But looks can deceive. Clocken is quick to anger. When Clocken gets angry, he starts hitting you. Hard. Morphtronic Clocken functions on Monster Counters, which he can get every turn while he's in Defense. With more Morph counters, Clocken gets stronger, and you can start to either beatdown with Clocken or tribute him to inflict an EXPLOSIVE amount of burn damage. With his slow effect, Clocken really has no place on aggressive decks, but on Morphtronic Burn, Clocken is a VIP. Clocken can win games if you keep him well-protected. Like a monster Wave-Motion Cannon.
FIRE/Pyro/Effect/Level 3/1200 Attack/600 Defense
● While in Attack Position: Once per turn, you can Tribute 1 monster to inflict 600 damage to your opponent.
● While in Defense Position: Once per turn, you can inflict 300 damage to your opponent.
Datatron is the computer wizard of the Morphtronics. He's also great in school, as he has photographic memory. Photographic memory+Studying=Knowing a lot. And he's also fast. Like REALLY fast. People can't catch up to Datatron, in speech or literal speed. Datatron knows exactly how to avoid traps and throw unavoidable sucker punches, quickly retreating back to a defensive stance before anyone knows what is going on. He can also borrow power from his allies, and throw an even harder punch. In game terms, he can burn opponents while in Defense Position, and he can also tribute others to SMACK the opponent. And no big, scary monster or trap can counter that. Like Clocken, Morphtronic Datatron is also a part of Morphtronic Burn decks. Except he's not as good. His Defense Position effect is too slow, and for that matter his Attack Position effect is as well. Read: "Once per turn". Since Morphtronics have good swarm power, he'd be usable if it was as many times as you wanted in a turn. I recommend running 0 of this, since this is inferior to Clocken in practically every way.
EARTH/Thunder/Effect/Level 3/800 Attack/800 Defense
● While in Attack Position: If your opponent controls a face-up monster, this card can only select their highest ATK monster as an attack target.
● While in Defense Position: Your opponent cannot select another monster as an attack target.
Magnen lets himself be guided by instincts and laws of nature. And he extends this influence to others as well. Except those that are used to him. Magnen is a quiet and meditative kind of guy, and takes pleasure in simplicity. His Attack Position effect is more of a deficiency than a boon, because his attack options are limited. But since you shouldn't ever be attacking with Magnen anyways, that does not really matter. His Defense Position effect is a very protective effect. And very easy to create locks with. Magnen-Magnen, Magnen-Double Tool, Magnen-Boarden, etc. But despite this, I would not recommend using Magnen. Just between Morphtronic Bind, Morphtronic Boarden, Morphtronic Boomboxen, Double Tool C&D, etc... there's already enough protection in a Morphtronic deck. And the other forms of protection are either more efficient (Morphtronic Bind) or more versatile (Morphtronic Boomboxen) so Magnen is not needed. Which is a shame, Magnen is just so lovable. I would advise running 0 of this as well in a deck.
Morphtronic Magnen Bar
EARTH/Thunder/Effect/Level 1/100 Attack/100 Defense
● While in Attack Position: Once per turn, if you control exactly 2 other face-up Attack Position monsters, and no additional monsters, this card gains the combined ATK of the other two monsters until the End Phase. The other two monsters cannot attack the turn you activate this effect.
● While in Defense Position: Monsters you control cannot attack.
Magnen Bar is Magnen's polar opposite. Magnen is Blue, Bar is Red. Magnen is protective, Bar is offensive. Magnen is calm, Bar is active. Nobody likes Bar because he is generally tardy, rude, and a deliberate upstager. While in an offensive stance, he takes power from his allies and decides to take all the glory despite him being a weakling on his own. In a defensive stance, he does what he can to drag his allies into the defensive with him. Because he hates not being in the middle of the fray. Magnen Bar is probably among the worst Morphtronics made. The Attack Position effect is a much worse version of Sirocco's, and the Defense position effect just, well, sucks.
LIGHT/Thunder/Effect/Level 4/1000 Attack/900 Defense
● While in Attack Position: "Morphtronic" monsters you control gain 800 ATK.
● While in Defense Position: "Morphtronic" monsters you control gain 1000 DEF.
Radion here is the pillar of strength for the Morphtronics. He's a father figure that gives encouragement and a sensation of power just to be around. In game terms, Morphtronic Radion can increase the stats of the other Morphtronics...and itself. Radion is right up there with Boomboxen and Celfon as one of the most essential Morphtronics. The Attack boost given can turn the likes of Boomboxen into a Grade-A Double-hitting Beatstick, and its defense position effect can make Boarden and Clocken hard-to-penetrate walls. Since the boosts also benefit Radion himself, he may as well have base stats of 1800/1900, which is the highest of any Morphtronic monster. Also a part of the famous Morphtronic OTK Combo. Good support is always good. And Radion is good support. Definitely a monster to run in 3s.
EARTH/Machine/Tuner/Level 3/300 Attack/1200 Defense
● While in Attack Position: Once per turn, you can remove from play 1 "Morphtronic" monster from your Graveyard and add 1 "Morphtronic" monster with the same Level from your Deck to your hand.
● While in Defense Position: Once per turn, you can send 1 "Morphtronic" monster from your hand to the Graveyard and add 1 "Morphtronic" monster with the same Level from your Graveyard to your hand.
Let's have a cheer. Why, you ask? Because we have finally moved on to our first Morphtronic tuner, and it's a good one at that! Remoten is Celfon's aesthetically challenged twin brother. And he's pretty weak as well. But Remoten is very resourceful. And he works fast. Like really fast. He can use scrapped parts of his family and create a completely different, good-as-new machine in its place. All in less than a minute! I swear, it's magic. Were that not enough, he has also mastered the little-known art of synchronization! I guess his solo wilderness expeditions paid off after all. Remoten's Attack Position effect nets you a free Morphtronic monster every turn, no strings attached. Straight-out +1. And Morphtronic monsters are really good. However, his Defense Position effect is not so good, as the condition is harder to meet and it's less versatile. And it's a one-for-one as opposed to a +1. But since you can use both effects every one of your turns (apart from the turn it is first summoned), it CAN be useful sometimes. Run 2-3, as Tuners are scarce, and hand advantage is good.
LIGHT/Machine/Tuner/Level 3/800 Attack/1400 Defense
● While in Attack Position: Once per turn, you can Special Summon 1 Level 4 "Morphtronic" monster from your hand. Destroy it during the End Phase.
● While in Defense Position: While this card is in face-up Defense Position, it is Level 4.
Scopen is extremely observant. He can see something as small as bacteria, and at the same time something as far as another galaxy. In all directions. Scopen's superior sense of sight and studious nature would make him a great scientist, but he's happy being a common guard. Because he's very good at his job. In Scopen's free time, he devotes his all to mastering the art of synchronization. Although I like Remoten better, generally, thanks to his super hand-advantage effect, Scopen is most definitely the better Tuner monster. The ability to special summon a monster and manipulate your level are marks of a dedicated Tuner monster, and Scopen has both skills. If you have one of the numerous Level 4 Morphtronics in your hand, you can just summon Scopen and grab an instant Power Tool, Black Rose, or Ancient Fairy. Said ability is also great if you are going for a big killing setup, as Scopen's effect helps you swarm. If you don't have a Level 4 monster, or simply do not want a Level 7 Scopen can also be put in Defense Position, which allows him to create different and often more powerful Synchro monsters. As I have said, Scopen is very good at his job, In a Synchro-heavy deck (Equip Morphs in particular) run 3. If you won't be Synchroing too much, run 0 or 1. That is really Scopen's purpose in life.
WIND/Machine/Effect/Level 4/1200 Attack/800 Defense
● While in Attack Position: Once per turn, you can Tribute 1 "Morphtronic" monster, except "Morphtronic Slingen", to destroy 1 card on the field.
● While in Defense Position: If this card would be destroyed, you can destroy another "Morphtronic" monster you control instead.
Slingen loves to throw things. Including family members and friends, which is why no one wants to play with her. Because nobody likes to get thrown like a rock. But Slingen's aim is great. She can break even an opponent's precious, well-protected, back row or topple giant Dragons with tiny Electronic devices by hitting weaknesses. Slingen also has the bad habit of hiding behind family members and friends when in danger. And nobody likes to get hided behind. So Slingen is not well-liked. Slingen is not too great of a Morphtronic, but she is still one of the ones worth using. Her destruction effect is versatile, and Morphtronic decks have no issues with filling up their field with Synchro materials, Tribute fodder, or massive OTK setups (ok...trouble with the last one, but then again, doesn't everyone have trouble with that setup)? The main thing that kills it is Slingen's abysmally low Level 4-ish stats (Boomboxen gets off easy because he can attack twice a turn), not to mention the whole once-per-turn thing... Oh yeah, her Defense Position effect generally isn't useful, since you generally wouldn't want to sacrifice another good Morphtronic for Slingen's safety. Not to mention the fact that you should be Special Summoning Slingen in Attack Mode generally, and if you can keep her alive then for a turn, you can keep her alive without switching to Defense. If you feel like you don't already have enough Morphtronics in your deck after filling out the spaces you want, use Slingen. 0-2 should be a good amount. Slingen can help you get rid of big threats and makes great Synchro Material, as she is Level 4.
LIGHT/Machine/Effect/Level 4/1000 Attack/1000 Defense
● While in Attack Position: This card gains 800 ATK for each Equip Card equipped to it.
● While in Defense Position: This card gains 800 DEF for each Equip Card equipped to it.
Videon is hard to describe. The word most people use is eccentric. Videon is very unpredictable. And he gets mad when people question his hobby of collecting powerful weapons. As a profession, Videon works as a weapontoligist (an archaeologist specializing in ancient weapons), and spends his spare time playing with weapons. Videon is not exactly the worst Morphtronic monster, but compared to others it is pretty bad. It has mediocre stats for a Level 4, which is automatically boosted when equipped with an Equip Spell, which is a situational effect that is also outshined by Morphtronic Radion. And unlike some of the other Morphtronics, he does not have amazing effects to back him up. Videon is, overall, a bad beatstick with the Morphtronic name. Run 0-1
Power Tool Dragon
EARTH/Machine/Synchro/Level 7/2300 Attack/2500 Defense
1 Tuner + 1 or more non-Tuner monsters
Once per turn, during your Main Phase, you can select 3 Equip Spell Cards from your Deck, have your opponent pick 1 of them at random, and add it to your hand. Return the remaining cards to your Deck. If this card would be destroyed while equipped with an Equip Spell Card, you can send that card to the Graveyard instead.
While not technically a Morphtronic or Morphtronic support, I feel that Power Tool deserves an honorable mention due to anime relations, Double Tool C&D, and the extreme ease of summoning Power Tool with Morphtronics. The Equips don't go to waste here, as Morphtronics have good equips, so even if you are forced to put Equips on other Morphtronics it's fine. Especially if it's Boomboxen...Boomboxen with a powerful equip or two is REALLY powerful. Power Tool Dragon should be ran in any Equip Morph deck. Even without any Equips, it is still worth using, because Black Rose Dragon is limited and Ancient Fairy is not always so useful. I don't like the Level 7 Synchros too much. Oh, and has anyone noticed he is actually holding a real Double Tool C&D in the artwork in his left hand?
WATER/Machine/Effect/Level 2/200 Attack/400 Defense
FLIP: Select 1 "Morphtronic" Spell or Trap Card in your Graveyard and add it to your hand.
This card is generally bad, since it does not get the benefits of the Morphtronic name and its search capabilities is quite limited. I say run 0. Compared to the other Morphtronic Gadgets, this is good though
EARTH/Machine/Effect/Level 1/200 Attack/200 Defense.
You can send this card from your hand to the Graveyard and select any number of face-up "Morphtronic" monsters you control. Change the battle position of the selected monster(s). This effect can be activated during either player's turn.
The kind of effect it has is reminiscent of Kalut and Honest, but this one is nowhere near as good. Changing battle positions of Morphtronic such as Boomboxen, Magnen, Radion, and Boarden can help protect your monsters, but aside from those two examples, changing positions on your opponent's turn PROBABLY won't help. In fact, for Radion, it usually won't help either. As for changing it on your turn...well, that's only good for Celfon on the turn you summon it. Gadget Driver is far too situational to use in my opinion and not worth a monster spot. It would work much better as a Continuous Trap/Magic, in which case it would be good. I say run 0 of this too.
EARTH/Machine/Effect/Level 6/1300 Attack/0 Defense
Once per turn, you can send any number of "Morphtronic" monsters from your hand to the Graveyard to have this card gain 800 ATK for each.
OK....do I need to explain this? Honestly, do I? A Level 6 monster with 1300 Attack, which requires specific discards just to power up. And not even by that much. LAME! NEVER EVER use this! Arms and Driver may be somewhat passable, but Hauler IS NOT! If you want a Level 6 Machine, use Jinzo...not that I am saying you should.
V. Useful Tech Cards
VI. Why use Morphtronics?
First of all, let me say this: For Duel Monsters, Morphtronics are quite cute. Second of all, most Morphtronic builds are explosive and swarm-centered. While weak on their own, Morphtronic monsters can become quite powerful with numbers, some support, some Synchros, and maybe a bit of Stall. The large range of Morphtronic monsters and their number of applicable uses allows the Morphtronic-themed deck to be versatile, so you can make a ton of builds. The basic ones are Clocken Burn, Morphtronic Beatdown, and Power Tool Morphtronics. Power Tool Morphtronics is just a Morphtronic Beatdown deck with Equips by the way, and I think that is the best deck, so let's go over that here. The Power Tool Morphtronic deck's main win condition is the ever-powerful Morphtronic Boomboxen, although Power Tool and his toolbox (pun intended) of Equips (Double Tool C&D, United we Stand, Mage Power) is the engine of the deck and another very possible win condition, and should be your main monster until Boomboxen is ready to clean up. This type of Morphtronic deck runs all 6 possible Morphtronic Tuners, and the more offensively-based Morphtronics (Radion, Boomboxen, Boarden, etc.) as well as those who provide card advantage (Remoten, Celfon, Power Tool Dragon). It also runs PLENTY of removal and protection like every other deck out there (MBaaS, Trap Stun, Morphtronic Bind). The main focus of this deck is, simply put, Special Summoning like crazy. You should be able to use Power Tool Dragon a lot, who seeks out those awesome Equips for you and is a HUGE pain to deal with, as you may imagine. If all goes well, you should have a beefed-up Power Tool, maybe some Morphtronics on the field, and plenty of backup plans in your hand. It is not uncommon to summon Power Tool Dragon 3 or so times in a duel. It is also not uncommon to finish a HUGE chunk (maybe even 8000) of your opponent's Life Points at a single time by using a Morphtronic Boomboxen with a large store of Equips on it. The reason I like this deck so much is because it is very consistent and can easily manage come-from-behind victories, as many of the cards in this deck work really well with many other cards. The numerous amount of combos possible is amazing. And despite mainly focusing on Offense, it is still important to protect your Morphtronics with stall cards like Boarden, Boomboxen, and Morphtronic Bind because they allow you to set up your combo pieces and really don't cripple the deck at all. Don't forget Morphtronics at their core are a bunch of weak monsters with great effects and support. Some weaknesses include Deck Devestation Virus, King Tiger Wanghu, System Down (like anyone uses this one...), Power Filter, Chimeratech Fortress Dragon, The Emperor's Holiday (lol XD) and cards/comboes that restrict the use of Spell Cards.
VII. Example Deck Showcase
Pokefan's Power Tool Morphtronics:
3x Morphtronic Celfon
3x Morphtronic Radion
3x Morphtronic Boomboxen
3x Morphtronic Remoten
3x Morphtronic Scopen
2x Morphtronic Boarden
2x Morphtronic Slingen
3x Double Tool C&D
3x Junk Box
2x Mage Power
2x Morphtronc Repair Unit
2x Morphtronic Accelerator
1x United We Stand
1x My Body as a Shield
1x Lightning Vortex
1x Heavy Storm
2x Morphtronic Bind
2x Royal Decree
1x Call of the Hauned
Extra Deck (10):
3x Power Tool Dragon
1x Ally of Justice Catastor
1x Armory Arm
1x Goyo Guardian
1x Black Rose Dragon
1x Ancient Fairy Dragon
1x Stardust Dragon
1x Red Dragon Archfiend
Side Deck (15):
3x Shadow-Imprisoning Mirror
3x Light-Imprisoning Mirror
2x Trap Stun
2x Mirror of Oaths
2x Imperial Iron Wall
1x Limiter Removal
1x Mystical Space Typhoon
1x My Body as a Shield
Last edited by Pokefan362 on Sun Sep 27, 2009 12:43 am; edited 4 times in total